Difference between revisions of "Environment Modeling"
EricChadwick (Talk | contribs) (More Information) |
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== Environment Modeling Tutorials == | == Environment Modeling Tutorials == | ||
− | * [https://environmentart.wordpress.com/ Environment Art Blog] - by [http://www.richardpipespiper.com/ Richard 'pipes' Piper] and [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin], also see the [http:// | + | * [https://environmentart.wordpress.com/ Environment Art Blog] - by [http://www.richardpipespiper.com/ Richard 'pipes' Piper] and [http://onlinewarriors.beyondunreal.com/ Rogelio 'rogelio' Olguin], also see the [http://polycount.com/discussion/143337 Polycount Forum thread]. |
− | * [http:// | + | * [http://polycount.com/discussion/89151 Blade & Soul Environments] Polycount forum thread, plus info on large terrains in UE3 (Unreal Engine 3). |
− | * [http:// | + | * [http://polycount.com/discussion/88933 How to make terrains for games] - by [http://polycount.com/profile/discussions/choco 'choco'] |
− | * [http:// | + | * [http://polycount.com/discussion/comment/1424523#Comment_1424523 Erosion Terrain Tutorial] - by [http://polycount.com/profile/discussions/choco 'choco'] |
− | * [http:// | + | * [http://polycount.com/discussion/62114 Gears2 Environment Art] - by [http://www.kevinjohnstone.com/ Kevin Johnstone] |
− | * [http:// | + | * [http://polycount.com/discussion/54311 UT3 & Gears Environment Art] - by [http://www.kevinjohnstone.com/ Kevin Johnstone] |
− | * [http:// | + | * [http://polycount.com/discussion/comment/1492296#Comment_1492296 UT3 & Gears Environment Art - Step By Step] - by [http://www.kevinjohnstone.com/ Kevin Johnstone] |
− | * [[ | + | * [[File:Rorshach_scifi_supportbeam.pdf]] - by [http://www.kevinjohnstone.com/ Kevin Johnstone] |
* [http://chrisholden.net/tutor/ Environment tutorials] - by [http://chrisholden.net/ Chris 'cholden' Holden] | * [http://chrisholden.net/tutor/ Environment tutorials] - by [http://chrisholden.net/ Chris 'cholden' Holden] | ||
− | * [http:// | + | * [http://polycount.com/discussion/40608 Environment modeling basics] Polycount forum thread |
− | * [http:// | + | * [http://polycount.com/discussion/53002 Environment Modeling FAQ & Resources] Polycount forum thread |
* [http://www.vimeo.com/album/227064 De-Constructing "DemonThrone" – A Video Series] - by [http://www.jasonlavoie.net/ Jason Lavoie] | * [http://www.vimeo.com/album/227064 De-Constructing "DemonThrone" – A Video Series] - by [http://www.jasonlavoie.net/ Jason Lavoie] | ||
* [[ModelingRubbleIntoAPath|Integrating rubble into a path]] - by [http://www.ivassago.com Joshua Stubbles] | * [[ModelingRubbleIntoAPath|Integrating rubble into a path]] - by [http://www.ivassago.com Joshua Stubbles] | ||
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== More Information == | == More Information == | ||
− | |||
* [[EnvironmentSculpting]] | * [[EnvironmentSculpting]] | ||
+ | * [[Modular environments]] | ||
* [[Polygon Count]] | * [[Polygon Count]] | ||
* [[ReTopologyModeling]] | * [[ReTopologyModeling]] |
Latest revision as of 12:13, 28 October 2017
About modeling levels and environments in games.
Environment Modeling Tutorials
- Environment Art Blog - by Richard 'pipes' Piper and Rogelio 'rogelio' Olguin, also see the Polycount Forum thread.
- Blade & Soul Environments Polycount forum thread, plus info on large terrains in UE3 (Unreal Engine 3).
- How to make terrains for games - by 'choco'
- Erosion Terrain Tutorial - by 'choco'
- Gears2 Environment Art - by Kevin Johnstone
- UT3 & Gears Environment Art - by Kevin Johnstone
- UT3 & Gears Environment Art - Step By Step - by Kevin Johnstone
- File:Rorshach scifi supportbeam.pdf - by Kevin Johnstone
- Environment tutorials - by Chris 'cholden' Holden
- Environment modeling basics Polycount forum thread
- Environment Modeling FAQ & Resources Polycount forum thread
- De-Constructing "DemonThrone" – A Video Series - by Jason Lavoie
- Integrating rubble into a path - by Joshua Stubbles
Normal Map Modeling
Normal maps for mechanical/constructed items are often done with subdivision surface modeling. See SubdivisionSurfaceModeling#Hard_Surfaces. To add some organic wear and tear, artists bring their finished sub-d models into Zbrush or Mudbox or 3DCoat for a quick sculpt pass. Some artists do all their mechanical work in a sculpting app, but it seems to be a bit harder to get clean results. See CharacterSculpting#Hard-Surface_Sculpting.
Normal maps for organic/natural assets are usually made entirely in your 3D sculpting tool, but some people use procedural tools. See EnvironmentSculpting.
Sometimes you can shortcut the sculpting/baking process by using a 2D normal mapping tool like nDo or Crazy Bump. This can save a lot of time, but can cause seams if you're not careful.
More Information
- EnvironmentSculpting
- Modular environments
- Polygon Count
- ReTopologyModeling
- Subdivision Surface Modeling
- Topology
- Category:EnvironmentModeling